( function () {
/**
 * Color correction
 */

const ColorCorrectionShader = {
  uniforms: {
    'tDiffuse': {
      value: null
    },
    'powRGB': {
      value: new THREE.Vector3(2, 2, 2)
    },
    'mulRGB': {
      value: new THREE.Vector3(1, 1, 1)
    },
    'addRGB': {
      value: new THREE.Vector3(0, 0, 0)
    }
  },
  vertexShader:
  /* glsl */
  `

		varying vec2 vUv;

		void main() {

			vUv = uv;

			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`,
  fragmentShader:
  /* glsl */
  `

		uniform sampler2D tDiffuse;
		uniform vec3 powRGB;
		uniform vec3 mulRGB;
		uniform vec3 addRGB;

		varying vec2 vUv;

		void main() {

			gl_FragColor = texture2D( tDiffuse, vUv );
			gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );

		}`
};

THREE.ColorCorrectionShader = ColorCorrectionShader;
} )();
